halmal242

halmal242

Joined Member # 3198180
87 Posts 674 Replies 855 Reputation

Hmm that may have been a bug but you could add in weaknesses that simulate the behavior, such that a injury that says death by bleeding out and have it have the negative stat modifier of -1000 hp such that whoever gets it is effectively killed. Not sure how the game engine would react to that one though.

17 Replies 66,330 Views

For the armor thing I have been pondering for armors is removing pants as a separate item such that it would go like this, Padded => Leather Jerkin => Leather Armor (Chest and Legs) => Chain Shirt => Chain Armor => Plate Chest-plate => Plate Armor The thought here is that I have never seen where pants are used as a single equipment item. Plus lets think about this, what would your magic pants be exactly? [e digicons]O:)[/e]

6 Replies 11,206 Views

Interesting, I wonder what this means for source codes of games produced by Lucas Arts from long time ago, yeah in a galaxy far away. Maybe they will release age old source codes to finally be messed with. Talking about Star Wars: Rebellion a surprisingly complex game once you deal with the limited AI by helping it out some.

13 Replies 57,328 Views

That is using the battleautocast and will not work for a strategic spell buff that is supposed to work at all times. Effectively this is a problem for either using a strategic buff that will be applied to all or being able to use calculate within abilitybonusoptions.

15 Replies 8,824 Views

I actually kind of like this idea as it allows us to track when the important people say things without having to backtrack when someone says 'oh yeah they said that on another post a week ago".

3 Replies 12,977 Views

One suggestion to the magic trees that I keep seeing as a problem is that for mages above all other units it is extremely difficult to stay relevant without talents/spells. I like the concept behind the different magic talents being gated but the way it is if you play a mage you have to spend points on the talent trees to improve the base class or spend your points on spells to make yourself more useful. This leaves mages kind of sucking until they have enough points to finally up

109 Replies 74,655 Views

If I had to take a guess many of the core fixes/changes are going to be backported to FE. Thats not necessarily true but just a guess. [quote quoting="post"] New system for weapon upgrades where we can define types (so axemen always upgrade with axes, swordsmen with blades, etc). http://screencast.com/t/hFi0HwYz [/quote] Of all the things I see within the game changes this is the one I like the most. This allows modders to

109 Replies 74,655 Views

Here is the thread from a while ago when I was trying to figure the coding out, https://forums.elementalgame.com/436815 .

46 Replies 17,968 Views

I have removed the exp split just on the sovereign and its pretty nice and allows the exp to still flow pretty well and it prevents the super stacks of doom. Overall my two copper is just remove the exp split on them and leave it on the other champions. This makes it that you an have your sov and one other champ and your trained units and then the rest of the champs have to fly solo for max exp.

58 Replies 75,378 Views

This is actually one thing I really miss from E:WoM was the ability to create a trade route between your own cities which in turn made a road. Once so many round trips from the caravan were achieved the road upgraded. Simply put, just bring this back along with the road building ability for those that don't like the path the merchants choose, think about it they know of this really awesome inn kinda off the beaten path, that's why the road goes like it does.

39 Replies 125,869 Views

Revenge damage is to simulate a pike stand against a cavalry charge. To say the least it was a brutally effective strategy in warfare to ground the but end of a pike and let a horse ram into it. It was .... messy.

46 Replies 17,968 Views

I think I have a writeup on how to do revenge damage on one of the threads a while back that I was showing to Heavenfall, that combined with the plus damage to mounted units would be an interesting counter to mounted units.

46 Replies 17,968 Views

This is something else I have noticed. Basically if the AI can not reach its tactical goal it stalls and won't move. I found the tactical goal is usually a ranged unit and therefore once it is blocked the AI then will not switch to a different target and just stops and does nothing.

1 Replies 6,674 Views

Just a simple request for the feature auto cast to be unlocked for strategic use as well. Would allow for a lot of game functionality to be added without having to have static modifiers in effect always. This would allow for more evolving game play with the ability to implement different features which can only be accomplished currently though spells.

10 Replies 9,908 Views